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I'm currently the lead designer of the Mexican game company Xibalba Studios, where we develop downloadable games for the international market. My personal goal is to help the Mexican game industry grow and become a force to be reckoned with ;)
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Member Blogs
An elegant solution  |
| Posted by Rafael Vazquez on Tue, 09 Aug 2011 06:50:00 EDT in
Game Design
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| In due time, you'll find yourself in this terrible position. The game is in production, everyone is hyped about it, and you can feel it staring at your face. A major design flaw... How do you even begin to fix it without disrupting production. |
| Read More... | 9 Comments |
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Games of 2020 |
| Posted by Rafael Vazquez on Tue, 10 Mar 2009 10:11:00 EDT in
Game Design
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| Well the game of 2020 competition now over. My entry did not enter the winning circle; and no wonder, those are some pretty good designs. Anyway, I'm posting my entry to get some feedback and become a better desinger. Constructive criticism is encouraged. |
| Read More... | 0 Comments |
Rafael Vazquez's Comments
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Comment In: How Tough Is Your Game? Creating Difficulty Graphs [Feature - 11/17/2011 - 09:15]
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Good ideas we would only ... Good ideas we would only need to find a standard over which we could measure all players equally. For interface difficulty we can use the Ben Cousins' method of finding out how many actions the game requires form the player per minute. Not sure how to standardize emotional and logical-creative ... |
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Comment In: Opinion: What Does Casual Becometh? [News - 11/01/2011 - 05:31]
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I completely agree with this ... I completely agree with this analysis and it seems obvious thanks to hindsight :P 'Casual' games seem to be following the same trend 'core' games have but at a faster rate. Start simple with solid, although few, mechanics, then start growing in complexity. I believe they grow at a faster ... |
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Comment In: Mechanical Breakdown: Boss Battles and other Climactic Events [Blog - 08/11/2011 - 08:57]
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Good article. I agree with ... Good article. I agree with the importance of a boss battle being integrated with what came before. I've always thought of boss battles as the ultimate test of the game's mechanics taught so far. For me a good boss battle not only marks a narrative climax, but also demands mastery ... |
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Comment In: The Belly of the Whale: Living a Creative Life in the Games Industry [Feature - 06/02/2011 - 04:40]
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Excellent article, and very inspiring ... Excellent article, and very inspiring Right now, I am without a doubt in the whale's belly however to know that this is a path that we all have to cross, and that I am not the only one to be there is quite comforting. Just my two cents, but I ... |
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Comment In: Opinion: Gold Star For You, Friend! [News - 05/18/2011 - 03:18]
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Though I agree with most ... Though I agree with most of the points you make, I disagree with the third one. There is a difference between narrative-designed games and games that use story as reward. In narrative-designed games, the gameplay is a medium to tell a story and here I agree that it is not ... |
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Comment In: Opinion: In-Game Advertising's Big New Play [News - 04/26/2011 - 04:47]
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Thats the nice idea behind ... Thats the nice idea behind this....you get the choice. If you'd rather have an ad-less game you can buy the game/DLC and get that option. What kind of worries me is that, if this model becomes successful, than the developers will start concentrating on the ad version of the game, ... |
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